Here is an example from today: Frostvault. The rest of the group appears to be Russian, a language I don't speak, possibly off on Discord, but not experienced in this dungeon either. I once did it on normal, but I can't remember the mechanics or was unable to learn them on normal, as per usual. Those laser beams, is there any way to tell in advance which side they're going to break? If there is, it's subtle. We die lots of times, but eventually get through. In the next fight, text warns me that "the boss chills the air". What am I supposed to do with that information? There is no air defense skill I'm aware of in this game. Might Shuffle mitigate the AOE damage? Is this something that can kill you? I have no idea until I get CCd and one shot.
With the lasers yes, you can 'see' which side is the start and which the end. The beams come from small machines in the wall, the beam originates without a 'puffy' effect. Where the beam hits a wall, it has a puffy 'hitting something' look.
You have to look at one of the walls the beam's acting on. If it's the small emitter head, then you know it comes from that direction. If you see the little puff, you know it's coming from the other direction.
The example lasers right before you face the boss illustrate how they work pretty well. Many people don't stop to look at the beams and how they work, they just rush to get around them to the next boss.
One of the biggest problems of the game in regards to group content is accessibility. Simply telling people to join a better guild is nothing but a cop out.
Maybe its different on PC but finding an active guild on ps4 willing to carry less experienced players through vet content to learn mechanics... in my experience (and only speaking for myself) can be a challenge.
Couple that with 30+ minute long queues for random dungeons where people falsely apply for roles which they don’t qualify simply to get in faster...recipe for wasted time and nobody benefiting at all.
ZOS claims all the time the desire to raise the floor. If thats the case i vote to implement a solo “practice” mode with no loot drops if for no other reason than to familiarize newer players with the mechanics. It would result in less wasted effort for everyone in terms of carrying the inexperienced - those newer players could now get the exposure on their own time.
It would also probably embolden more people to attempt the content given an increased comfort level with knowing what to expect. And less fear of being kicked from groups / ridiculed by feckless elites / trolls.
Side note - fixing servers would help as well. Ish is a joke.
Kiralyn2000 wrote: »Wouldn't this be "combat design", not "art design"? The combat messages & boss telegraphs (and death messages/combat log) aren't adequate to make the mechanics understandable?
(I'd say Art Design if it were something like "they gave the boss a nice red circle to telegraph his Super Nuke attack... but then the art team lit the room in red and covered the floor in red plants, so I can't see the damn thing!")
...but yeah, the whole "if you want to run dungeons, you should study up on the boss fights using guides" thing has always bugged me about MMOs. We're here to play a game, not do homework.
Kiralyn2000 wrote: »Wouldn't this be "combat design", not "art design"? The combat messages & boss telegraphs (and death messages/combat log) aren't adequate to make the mechanics understandable?
(I'd say Art Design if it were something like "they gave the boss a nice red circle to telegraph his Super Nuke attack... but then the art team lit the room in red and covered the floor in red plants, so I can't see the damn thing!")
...but yeah, the whole "if you want to run dungeons, you should study up on the boss fights using guides" thing has always bugged me about MMOs. We're here to play a game, not do homework.
My main issue with the frost vault lasers is how hard it is to see who end is the laser and who is the beam hitting the wall.Here is an example from today: Frostvault. The rest of the group appears to be Russian, a language I don't speak, possibly off on Discord, but not experienced in this dungeon either. I once did it on normal, but I can't remember the mechanics or was unable to learn them on normal, as per usual. Those laser beams, is there any way to tell in advance which side they're going to break? If there is, it's subtle. We die lots of times, but eventually get through. In the next fight, text warns me that "the boss chills the air". What am I supposed to do with that information? There is no air defense skill I'm aware of in this game. Might Shuffle mitigate the AOE damage? Is this something that can kill you? I have no idea until I get CCd and one shot.
It's no fun when you seemingly die at random and you have no idea why. I'll be honest, I'm a farmer. I don't delight in new dungeons, I don't study them when they come out, I just want the sets, the Undaunted keys and the transmute crystals. Then I PvP again. At the same time normal is usually far too easy. It would be nice to do some of them on vet. Please don't tell me the solution to this dungeon, though. That's not the point. The point is that I can't / won't study up on every possible vet dungeon in advance of doing a random one. A minor point is the wide range of difficulty when you have all the DLC. My main gripe, however, is the hit and miss art design.
vMA was infamous for this, when it first came out. Everything was pretty logical up to and including the ice stage. Spinning blades on the floor? It's clear you have to avoid those. Electrified water? Same thing. Even the ice stage, it's logical that you might freeze to death and drown. Then comes the spider stage and nothing makes sense. Lights that drive spiderlings away? Even if there is some vague connection to creepy things in the dark, this arena is well lit nor is that how spiders necessarily behave when I turn the light on in my bathroom. Poison (from hoarvors) destroys spider webs? Err, no it doesn't. Not particularly. Mechanical action might destroy spider webs, but not some liquid. After that comes the Argonian behemoth, whose most deadly attack is that he screams. I kid you not. He screems and that is when you get one shot. There is admittedly precedent for this elsewhere in the game, but nowhere is it as deadly (so you don't notice) and as a piece of art design it is IMO a total fail.
ZOS subsequently added subtitles in the above vMA stages. Frostvault also has them. Were they there from the beginning? I don't know. ZOS have addressed this in some dungeons, such as Scalecaller, by having an NPC explain the mechanics. I quite like that. That and the subtitles shows they're clearly aware of these issues and are trying to come up with solutions. On the other hand, nothing IMO beats a solution where the art design and physics make sense in the first place. What do you think?
It's no fun when you seemingly die at random and you have no idea why. I'll be honest, I'm a farmer. I don't delight in new dungeons, I don't study them when they come out, I just want the sets, the Undaunted keys and the transmute crystals.
The point is that I can't / won't study up on every possible vet dungeon in advance of doing a random one. A minor point is the wide range of difficulty when you have all the DLC. My main gripe, however, is the hit and miss art design.
There is admittedly precedent for this elsewhere in the game, but nowhere is it as deadly (so you don't notice) and as a piece of art design it is IMO a total fail.
On the other hand, nothing IMO beats a solution where the art design and physics make sense in the first place. What do you think?
There is no need to watch videos....I have NEVER watched a video for a vet dungeon prior to running one. I also do not do them on normal first....its simple, you queue in group finder, then before you start a given boss fight you simply ask other group members for a quick rundown as it pertains to your role(IE, if you are a tank, you don't need to know the DPS have to interrupt the boss, if you are the DPS, you don't need to know that the tank has to stay in the circle of the ice atro, all you are looking for is what your job is in a certain fight)...after you have had enough practice you can start looking to see what the job of the other roles is in case you need to fill in for them if they die. The thing that most people don't understand is that the group finder is more a tool for practice than anything else...use your tools, if you refuse to practice, you will never be able to complete the content.
The clockwise / counterclockwise thing is not at all obvious. It's something I have only learnt since someone else brought it up in this thread.It's no fun when you seemingly die at random and you have no idea why. I'll be honest, I'm a farmer. I don't delight in new dungeons, I don't study them when they come out, I just want the sets, the Undaunted keys and the transmute crystals.
The point is that I can't / won't study up on every possible vet dungeon in advance of doing a random one. A minor point is the wide range of difficulty when you have all the DLC. My main gripe, however, is the hit and miss art design.
There is admittedly precedent for this elsewhere in the game, but nowhere is it as deadly (so you don't notice) and as a piece of art design it is IMO a total fail.
On the other hand, nothing IMO beats a solution where the art design and physics make sense in the first place. What do you think?
If, like you say, you are not interested in learning the dungeons, but want the benefits from them, then you're essentially asking for a carry. And in this way, the rest of the group at least knows you're not experienced with the machanics or up to the task. The fact that you don't find some mechanics logical, or obvious in your view, doesn't mean the game is lacking in that regard, in fact vMA has some of the best and most challenging mechanics in the game. Part of the fun is figuring them out when a new content is released (and soon after there's plenty of guides available), and then of course how to do them. The lasers in Frostvault are the easiest to figure out, the game is literally showing you how they work before you enter the boss room, and when there's 4 of them, they will either go clockwise or counter, so when you see the second one you know automatically how to move, without even looking at the beam. ESO mechanics are the best thing about PvE, otherwise the fights might as well be parsing on dummies.
I disagree.
Fist of all, your group can be just as clueless or there may be a language barrier as in OP.
Second, if you are a tank you may need to know when it's dd's task to interrupt and not yours.
Third, yes, group finder is a tool for practice. For practice, not for learning, unless you are learning how to run with pugs.
The point is that I can't / won't study up on every possible vet dungeon in advance of doing a random one.